A new build for today!
Coders are very active these days so the list of fixed stuffs is looong.
-Bugfixs ... and bugfixs....
-Blender player have been revived a bit.
-save in runtime...
When using MotionBlur, the rendered coordinates were not correctly
adjusted, causing visual artifacts using the new AO, but it was also
visible for normal ray-shadow, which didn't become anti-aliased in
Solved it with 2 globals now, to pass on blur offset to renderloop.
Leave it that way... the entire method used to jitter/AA/blur stuff
Fixed bug [ #1101 ] Duplivert Limit for Metaball
No limits for count of MetaElems (1024 in past).
Panel "MetaBall" in button window is now available for every MetaBall (not only for base MetaBall)
Fixed bug #1007:
With extra Wire and Bounds (Cylinder, Cone or Sphere) drawing enabled in the
Object Buttons, the Wire was drawn incorrectly.
Bug report #1007
Missing option in menus: 'make duplis real'. Added it in both Object
pulldown as in toolbox now.
Using Nkey in 3d window, you could create a parent-loop, which hangs
Added here that it checks loops, as for normal CTRL+P parenting.
bug fix 1009
Arrow keys to select items were flipped for button type MENU.
fix for bug 1110.
Updated epydoc. Function name is BezTriple.getTriple().
Set prototype to NOARGS in source.
Bug fix #1093
When editing a Curve object, type Poly, some code still thought it was
a Nurbs instead, doing nasty stuff with knots arrays.
Also fixed redraw events for buttons while editing Curve, this wasn't
done properly at all, causing the UI showing non-existant data...
Bug fix #1073
CTRL+SHIFT+A (apply lattice deform) on a Bezier Curve object was not
implemented yet. Added this.
Little sidenote: when curves are 2D the result will remain 2D, disregarding
deformation in 3rd dimension.
bug fix 1064
Credits go to blendix! Well done!
Reported were errors in using procedural textures on "Map input" UV type.
It was due to un-initialized uv members, which were actually still
used by texture.c for some coord flip magic.
Logic buttons have not been Panelized (will be difficult, dont try!) so
the 'Home' and automatic view-limits didn't work it anymore.
This caused logic blocks not being accessible by scrolling window.
Fixed by updating the code that sets view limits.
'Replace Image' did not work in the Image Window, it worked as 'Load Image'.
Patch provided by Carsten Wartmann.
Got rid of a 'unused variable' warning too.
bug fix #953
This more of a quality issue... changes now are:
- in (ortho) 3d view, changing window aspect keeps zooming
level (it zoomed out with extreme portrait aspect)
- pressing 'home' in 3d window now shows all with extreme aspect ratios too
bug fix #1127
Quads in radiositizer got normals calculated using 3 vertices only. this
can go wrong in occasions... and made blender hang.
Used CalcNormFloat4() instead!
- normals in previewrender showed bumpmap inverted (a bump became a hole)
just added a flip!
bug fix 799
Solved by Styken, thanks dude!
the winqreadtextspace() function wants CTRL/ALT events, but also should
accept special characters that are sometimes behind an ALT on certain
keyboards (like [ ] in sweden).
In the old code all ALT events caused ascii to set on zero. Now it
checks first for ispunct() chars.
fix for bug #1115
This was a problem with the BezTriple type.
Write access to BezTriple via 'pt' member did not work.
Preferred method to access BPy type members, especially for
write access, is via get*/set* methods.
BezTriple.setPoints() will accept x,y coordinates as either
a tuple or a list.
Updated BezTriple section of Ipo module doc.
Added preliminary support for GamePlayer building with SCons. GPG_ghost and GPC_common are now being built. These will be built by setting BUILD_BLENDER_PLAYER to true in config.opts. BUILD_GAMEENGINE must be set to true, too.
Fixed drot actuator. The rotation matrix was being mutilated by passing a float instead of float.
In NaN times I suggested a python function to get the subject of a
Message using a python function of the MessageSensor.
Thats a nice thing if you want complex message handling in one python
script. Just get all messages, check the subject and do what you
want. In the current situation you end up with several MessageSensors
connected to the python script, instead of one Sensor and a smart
Some developer (cant remember who) did implement that function, but
however not the way I wanted (maybe I was not clear enough)
getSubject() function will return whats entered in the "Subject:"
filter field of the MessageSensor. Quite useless IMHO.
So I added a new function getSubjects() which is similar to
getBodies(), in fact I stole the code from there
I left the getSubject() alone, because of backward compatibility
(never saw someone using that function, but...)
In conjunction with a wildcard subject: filter field the getSubjects()
function will be even more usefull.
i.e. Player* will filter for PlayerScore, PlayerKill etc.
-- Carsten Wartmann
Bug fix 823
Animated metaballs didn't update correctly when changing frame, this when
they were parented (for example) to an object with Ipo.
The fix consists of three things:
- the test_displist() call doesn't remake displist anymore, but frees it.
this works, because when drawing an mball object it checks for a displist
and creates one when needed
- the main drawing routine drawview3d() now has a separate loop where first
all objects are updated with where_is_object(), then they're drawn.
This effectively solves lag for mballs. Might improve other lags too!
- included in NumPad-9 call to test_displist() too, to force a full upgraded
Fix SConscript for GamePlayer.
bug fix 1003
When no object active (after delete) a Panel in IpoWindow drawed wrong.
Solved by disabling drawing panels in such situations
Reenable the "Save Runtime..." file menu option
When you use arrow keys to activate items in a menu (like IKEY for Ipos)
the selected items were not correctly choosen when mousepointer was over
an item, only when mousepointer over title.
Fixed by catching 'RETKEY' event in buttons event subloop.
A new build is available
know issue: the "save runtime" entry in the menu don't work. There is no player to generate runtime yet...
Last edited by gabio on Tue Apr 13, 2004 12:20 am; edited 3 times in total